Skip to content

Disallow Classic mod from being valid in freestyle as required mod #34007

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Merged

Conversation

bdach
Copy link
Collaborator

@bdach bdach commented Jul 3, 2025

Because it's not implemented for all rulesets.

Closes #34004.

bdach added 3 commits July 3, 2025 14:26
Because it's not implemented for all rulesets.

Closes ppy#34004.
It does more bad than good at this stage.
Comment on lines -348 to -351
// downgraded to warning, because there are valid reasons why they may still not be specified to be valid for freestyle as required
// (see `TestModsValidForRequiredFreestyleAreConsistentlyCompatibleAcrossRulesets()` test case below).
if (!mod.ValidForFreestyleAsRequiredMod && mod.UserPlayable && commonAcronyms.Contains(mod.Acronym))
Assert.Warn($"{mod.GetType().ReadableName()} does not declare {nameof(Mod.ValidForFreestyleAsRequiredMod)} but exists in all four basic rulesets.");
Copy link
Collaborator Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I removed this because at this point it's being noisy for basically no discernible benefit.

@smoogipoo smoogipoo merged commit b06b108 into ppy:master Jul 3, 2025
9 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Classic mod can be enabled in Catch/Mania via multiplayer
2 participants